From 5c3a8b94f5ef67e6e95d4f9e6b445b1066aca354 Mon Sep 17 00:00:00 2001 From: hgn Date: Fri, 5 Nov 2021 04:54:36 +0000 Subject: [PATCH] dynamic background hsader --- fishladder.c | 132 ++++++++++++++++++++++++++++++++++------- fishladder_resources.h | 39 ++++++++---- 2 files changed, 138 insertions(+), 33 deletions(-) diff --git a/fishladder.c b/fishladder.c index 1bc0d5c..c4d575d 100644 --- a/fishladder.c +++ b/fishladder.c @@ -59,7 +59,22 @@ const char *level_pack[] = "## ##;\n" "## ##;\n" "###+#####+###;aa,aaa\n" - "#############;\n" + "#############;\n", + + // Level 5 + "###############;\n" + "####-##########;abcb\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "## ##;\n" + "##########+####;bcba\n" + "###############;\n" }; m3x3f m_projection; @@ -101,9 +116,9 @@ enum cell_type }; v3f colour_sets[] = -{ { 0.9f, 0.2f, 0.01f }, +{ { 0.9f, 0.6f, 0.20f }, { 0.2f, 0.9f, 0.14f }, - { 0.1f, 0.3f, 0.85f } }; + { 0.4f, 0.8f, 1.00f } }; static void colour_code_v3( char cc, v3f target ) { @@ -191,6 +206,7 @@ struct world struct mesh tile, circle; GLuint background_data; + GLuint random_samples; int selected, tile_x, tile_y; v2f tile_pos; @@ -224,7 +240,7 @@ static void map_free(void) world.io = NULL; } -static void map_reclassify( v2i start, v2i end ); +static void map_reclassify( v2i start, v2i end, int update_texbuffer ); static int map_load( const char *str ) { map_free(); @@ -341,7 +357,23 @@ static int map_load( const char *str ) c ++; } - map_reclassify( NULL, NULL ); + // Update data texture to fill out the background + { + u8 info_buffer[64*64*4]; + for( int i = 0; i < 64*64; i ++ ) + { + u8 *px = &info_buffer[i*4]; + px[0] = 255; + px[1] = 0; + px[2] = 0; + px[3] = 0; + } + + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 64, 64, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } + + map_reclassify( NULL, NULL, 1 ); vg_success( "Map loaded! (%u:%u)\n", world.w, world.h ); return 1; } @@ -406,10 +438,27 @@ void vg_start(void) } // Create info data texture - glGenTextures( &world.background_data ); - glBindTexture( GL_TEXTURE_2D, texture_name ); - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); - vg_tex2d_nearest(); + { + glGenTextures( 1, &world.background_data ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL ); + vg_tex2d_nearest(); + } + + // Create random smaples texture + { + u8 *data = malloc(512*512*2); + for( int i = 0; i < 512*512*2; i ++ ) + data[ i ] = rand()/(RAND_MAX/255); + + glGenTextures( 1, &world.random_samples ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RG, 512, 512, 0, GL_RG, GL_UNSIGNED_BYTE, data ); + vg_tex2d_linear(); + vg_tex2d_repeat(); + + free( data ); + } resource_load_main(); @@ -420,6 +469,9 @@ void vg_free(void) { resource_free_main(); + glDeleteTextures( 1, &world.background_data ); + glDeleteTextures( 1, &world.random_samples ); + free_mesh( &world.tile ); free_mesh( &world.circle ); @@ -511,7 +563,7 @@ static int cell_interactive( v2i co ) return 1; } -static void map_reclassify( v2i start, v2i end ) +static void map_reclassify( v2i start, v2i end, int update_texbuffer ) { v2i full_start = { 1,1 }; v2i full_end = { world.w-1, world.h-1 }; @@ -521,16 +573,28 @@ static void map_reclassify( v2i start, v2i end ) start = full_start; end = full_end; } + + // Texture data + u8 info_buffer[64*64*4]; + u32 pixel_id = 0; + + int px0 = vg_max( start[0], full_start[0] ), + px1 = vg_min( end[0], full_end[0] ), + py0 = vg_max( start[1], full_start[1] ), + py1 = vg_min( end[1], full_end[1] ); - for( int y = vg_max( start[1], full_start[1] ); y < vg_min( end[1], full_end[1] ); y ++ ) + for( int y = py0; y < py1; y ++ ) { - for( int x = vg_max( start[0], full_start[0] ); x < vg_min( end[0], full_end[0] ); x ++ ) + for( int x = px0; x < px1; x ++ ) { + struct cell *cell = pcell((v2i){x,y}); + v2i dirs[] = {{1,0},{0,1},{-1,0},{0,-1}}; + u8 height = 0; u8 config = 0x00; - if( pcell((v2i){x,y})->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) + if( cell->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) { for( int i = 0; i < vg_list_size( dirs ); i ++ ) { @@ -538,12 +602,32 @@ static void map_reclassify( v2i start, v2i end ) if( neighbour->state & (FLAG_CANAL|FLAG_INPUT|FLAG_OUTPUT) ) config |= 0x1 << i; } + + height = 128; } - else config = 0xF; + else + { + if( cell->state & FLAG_WALL ) + height = 255; + + config = 0xF; + } pcell((v2i){x,y})->config = config; + + u8 *info_px = &info_buffer[ (pixel_id ++)*4 ]; + info_px[0] = height; + info_px[1] = cell->state & FLAG_WALL? 0: 255; + info_px[2] = 0; + info_px[3] = 0; } } + + if( update_texbuffer ) + { + glBindTexture( GL_TEXTURE_2D, world.background_data ); + glTexSubImage2D( GL_TEXTURE_2D, 0, px0 + 16, py0 + 16, px1-px0, py1-py0, GL_RGBA, GL_UNSIGNED_BYTE, info_buffer ); + } } v2f const curve_3[] = {{0.5f,1.0f},{0.5f,0.625f},{0.625f,0.5f},{1.0f,0.5f}}; @@ -621,7 +705,7 @@ void vg_update(void) sfx_set_playrnd( &audio_tile_mod, &audio_system_sfx, 0, 3 ); map_reclassify( (v2i){ world.tile_x -2, world.tile_y -2 }, - (v2i){ world.tile_x +2, world.tile_y +2 } ); + (v2i){ world.tile_x +2, world.tile_y +2 }, 1 ); } } else @@ -997,15 +1081,21 @@ void vg_render(void) // Draw background - if(0){ + if(1){ SHADER_USE( shader_background ); glUniformMatrix3fv( SHADER_UNIFORM( shader_background, "uPv" ), 1, GL_FALSE, (float *)vg_pv ); - vg_tex2d_bind( &tex_background, 0 ); + glActiveTexture( GL_TEXTURE0 ); + glBindTexture( GL_TEXTURE_2D, world.background_data ); glUniform1i( SHADER_UNIFORM( shader_background, "uTexMain" ), 0 ); - glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -50, -50, 100 ); + glUniform3f( SHADER_UNIFORM( shader_background, "uOffset" ), -16, -16, 64 ); + glUniform1f( SHADER_UNIFORM( shader_background, "uVariance" ), 0.02f ); + + glActiveTexture( GL_TEXTURE1 ); + glBindTexture( GL_TEXTURE_2D, world.random_samples ); + glUniform1i( SHADER_UNIFORM( shader_background, "uSamplerNoise" ), 1 ); draw_mesh( 0, 2 ); @@ -1122,7 +1212,7 @@ void vg_render(void) v2i new_end = { world.tile_x + 2, world.tile_y + 2 }; world.data[ world.selected ].state ^= FLAG_CANAL; - map_reclassify( new_begin, new_end ); + map_reclassify( new_begin, new_end, 0 ); m2x2_identity( subtransform ); glUniform1f( SHADER_UNIFORM( shader_tile_main, "uGhost" ), 1.0f ); @@ -1132,7 +1222,7 @@ void vg_render(void) render_tiles( new_begin, new_end, colour_default, colour_default ); world.data[ world.selected ].state ^= FLAG_CANAL; - map_reclassify( new_begin, new_end ); + map_reclassify( new_begin, new_end, 0 ); } //glDisable(GL_BLEND); @@ -1160,7 +1250,7 @@ void vg_render(void) for( int j = 0; j < arrlen( term->conditions ); j ++ ) { - float y_offset = is_input? 0.8f: 0.2f; + float y_offset = is_input? 1.2f: -0.2f; glUniform3f( SHADER_UNIFORM( shader_tile_colour, "uOffset" ), (float)posx + 0.2f + 0.2f * (float)j, (float)posy + y_offset, 0.1f ); if( is_input ) diff --git a/fishladder_resources.h b/fishladder_resources.h index 00cb199..4408dcf 100644 --- a/fishladder_resources.h +++ b/fishladder_resources.h @@ -250,31 +250,46 @@ SHADER_DEFINE( shader_background, "{" "vec2 world_pos = a_co * uOffset.z + uOffset.xy;" "gl_Position = vec4( uPv * vec3( world_pos, 1.0 ), 1.0 );" - "aTexCoords = world_pos * 0.25;" + "aTexCoords = a_co;" "}", // FRAGMENT "out vec4 FragColor;" "" "uniform sampler2D uTexMain;" + "uniform sampler2D uSamplerNoise;" + "uniform float uVariance;" "" "in vec2 aTexCoords;" "" - "vec2 hash22(vec2 p)" - "{" - "vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));" - "p3 += dot(p3, p3.yzx+33.33);" - "return fract((p3.xx+p3.yz)*p3.zy);" - "}" - "" "void main()" "{" - "vec2 random_offset = floor( hash22( floor( aTexCoords * 4.0 ) ) * 4.0 ) * 0.25;" - "vec4 background = texture( uTexMain, aTexCoords );" - "FragColor = vec4( background.rgb * (1.0+random_offset.r*0.015), 1.0 );" + "float ao_accum = 0.0;" + "for( int i=0; i<10; ++i )" + "{" + "vec2 random_noise = (texture( uSamplerNoise, aTexCoords * 20.0 + float(i) * 0.2 ).xy - vec2( 0.5, 0.5 )) * uVariance;" + "vec4 background = texture( uTexMain, aTexCoords + random_noise );" + "ao_accum += background.r * clamp((1.0 - length( random_noise )), 0.0, 1.0);" + "}" + "ao_accum *= 0.15;" + + "vec4 data_this_tile = texture( uTexMain, aTexCoords );" + + "ao_accum -= data_this_tile.r;" + + "vec3 colour_main = vec3( 0.369768, 0.3654, 0.42 );" + + "vec2 square_coords = fract( aTexCoords * 64.0 );" + "vec2 grid_coords = abs( square_coords - 0.5 );" + "float edge_contrast = (1.0-ao_accum*0.2);" + + "float gridline = step( 0.49, max(grid_coords.x,grid_coords.y) );" + "float gridline_fadeout = min(max(edge_contrast-1.0, 0.0)*40.0 + data_this_tile.g,10.0);" + + "FragColor = vec4( colour_main * edge_contrast + gridline * 0.02 * gridline_fadeout, 1.0 );" "}" , - UNIFORMS({ "uPv", "uOffset", "uTexMain" }) + UNIFORMS({ "uPv", "uOffset", "uTexMain", "uVariance", "uSamplerNoise" }) ) void vg_register(void) -- 2.25.1